Computer game agents, or nonplayer characters (NPCs) as gamers call them, are relatively predictable. They also lack social awareness and decision making. In multiplayer online games, gamers form social groups to compete in and explore the continuously developing game world. By extending nonplayer characters with social decision making and reasoning, they can become less predictable yet socially believable. We are working on an implementation of a model social game agent combining emotions, memory, social state, and strategical decision making.